Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Heyitsthatoneguy

2
Posts
2
Topics
A member registered 19 days ago · View creator page →

Creator of

Recent community posts

New: Bounty Hunting

  • Added sheriff offices to wilderness towns.
  • Added Sheriff and Deputy NPC jobs.
  • Added weekly bounty boards.
  • Bounty boards generate 5 offers per town/week.
  • Players can accept up to 3 active bounties at once.
  • Active bounties persist until completed or claimed.
  • Added bounty target coordinates.
  • Accepted bounty locations appear on the overworld map with a red !.
  • Added wilderness bounty targets that spawn in the listed chunk.
  • Added bounty combat integration with the tactical combat system.
  • Added bounty turn-in rewards.
  • Added an Adventure > Bounties dashboard showing active bounty status, targets, rewards, and coordinates.

Town and NPC Updates

  • Improved generated town support for sheriff offices and public-safety buildings.
  • Improved player-founded town support for sheriff offices and public-safety buildings.
  • Added public safety job profiles for procedural NPCs.
  • Improved procedural town population handling so adding sheriff offices preserves residential variety.
  • Improved civic exterior marker placement for more varied town layouts.

Building Editor and Custom Building Templates

  • Added/expanded custom building template support.
  • Added zone metadata for custom buildings.
  • Added support for bedroom, kitchen, shopping counter, dining, office, and similar functional zones.
  • Zones now remain metadata-only and no longer automatically fill rooms with furniture.
  • Added per-tile color metadata for custom buildings.
  • Added NPC spawn anchors.
  • Added support for open/closed room door symbols.
  • Added multi-floor custom building template support.
  • Custom building templates can now influence procedural town interiors.
  • Custom inn bedroom zones now affect inn capacity, helping avoid overcrowded inn rooms.

Procedural Town Interior Improvements

  • Procedural town interiors now better respect custom building templates.
  • Custom colors can appear in generated interiors.
  • Custom spawn anchors can guide resident placement.
  • Closed room doors can be opened and closed.
  • Interior passability was updated for new door behavior.
  • Generated residents can use zone anchors for more sensible placement and routines.

Wilderness Town Fixes and Polish

  • Fixed general-store and enterable building exteriors not always being filled with proper borders.
  • Enterable procedural town buildings now draw clearer exterior walls and filled interiors.
  • Open-air town features no longer behave like fake buildings with fake doors.
  • Old/stale procedural town layouts can refresh to the newer runtime layout.
  • Fixed cases where leftover or stale door/building tiles could remain on refreshed wilderness chunks.
  • Improved town layout variety and runtime refresh behavior.

Performance Improvements

  • Improved wilderness town inspect/look cursor behavior.
  • The look cursor no longer hard-clears/redraws the whole terminal every cursor step.
  • Improved procedural town rendering lookups.
  • Reduced repeated work while drawing procedural-town interiors.

Clock/Pacing

  • Added configurable clock speed support.
  • New/migrated saves default to Brisk.
  • The brisk clock makes in-game time advance faster so NPCs leave early-morning routines sooner.

Follower Job Save Handling

  • Improved save/load handling for travel follower work state.
  • Follower work state now preserves valid task XP and work totals.
  • Invalid or duplicate follower work/memory data is cleaned during load.

Save/Data Safety

  • Added bounty-board save fields.
  • Added active bounty save fields.
  • Added completed bounty log save fields.
  • Added sanitization for bounty offer status, rewards, defeated state, and completed bounty records.
  • Added migration-safe defaults for new bounty data.

Release / Repository Updates

  • Updated version number to 0.9.0-beta.2.
  • Added root LICENSE.
  • Updated README source-path guidance.
  • Added clearer GitHub Releases download guidance.
  • Added source self-check instructions.
  • Enabled GitHub Actions tests.
  • Stabilized the smoke-test temp path in CI.
  • Updated changelog with the beta.2 release notes.
  • Published a new Windows ZIP and matching SHA-256 file.

Bug Fixes

  • Fixed bounty target spawning recursively conflicting with wilderness animal placement.
  • Fixed civic exterior marker placement issues in more varied procedural towns.
  • Fixed procedural town cache refresh issues for older generated layouts.
  • Fixed wilderness town look cursor stutter caused by excessive redraws.
  • Fixed custom building zones auto-filling with furniture when they should only designate function.
  • Fixed/cleaned follower job state loading for malformed or duplicate saved data.

Hello everyone, I'm excited to announce my new, free, open source life-sim rpg Elsewhere. The game has farming mechanics, fishing, mining, dating, marriage, childbirth, a realistic calendar system, aging, death, inheritance, land ownership, housing, decoration mechanics, tactical rpg combat systems, followers, leveling, skill trees, classes, custom content support, procedurally generated dungeons, automation, and a lot more. If that sounds interesting to you, please check it out. 

Figure 1: An image of the starting player farm.


Figure 2: An example of the tactical combat system.


Figure 3: An image of the player in the starting town.